/**************************************************************************** Copyright (c) 2015 Chukong Technologies Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #pragma once #include #include #include "2d/CCComponent.h" NS_CC_BEGIN class ComponentLua : public Component { public: static ComponentLua* create(const std::string& scriptFileName); ComponentLua(const std::string& scriptFileName); /** * This function is used to be invoked from lua side to get the corresponding script object of this component. */ void* getScriptObject() const; virtual void update(float dt); virtual void onEnter(); virtual void onExit(); private: ~ComponentLua(); void getScriptObjectInternal() const; bool loadAndExecuteScript(); void getUserData(); void storeLuaTable(); bool getLuaFunction(const std::string& functionName); void removeLuaTable(); static void initClass(); private: // Script file path std::string _scriptFileName; bool _succeedLoadingScript; // a table returned from lua const void* _table; // string value of index std::string _strIndex; // the index used to get lua table, it is unique for every component static int _index; static const std::string ON_ENTER; static const std::string ON_EXIT; static const std::string UPDATE; }; NS_CC_END